Slick Forums

Discuss the Slick 2D Library
It is currently Tue May 21, 2013 7:28 pm

All times are UTC




Post new topic Reply to topic  [ 3 posts ] 
Author Message
PostPosted: Mon Feb 20, 2012 2:56 am 
Offline

Joined: Sat Aug 20, 2011 10:02 pm
Posts: 91
I was thinking about making a Wolfenstein3D clone of sorts and was wondering whether it was really feasible in Slick. I know that Wolf3D is really only 2D and should be possible using Slick but want to know if it's really worth it.

For design I think the hardest part would be getting the enemies to display correctly. I was thinking of two scenarios that would be possible. The first would be to use the player's position and the enemy's direction to decide which image (front, back, left side, right side) to display. For example:

O ------>

X

Where O is the enemy, X is the player and ---> is the vector, we would display the right side of the enemy. Here:

X
^
|
O

the front would be displayed as the enemy is moving toward the player. The other scenario would be to have essentially a box where each side has one side of the enemy and update which way it faces only using its direction.

Level implementation would also be another hurdle I would imagine. Updating the world position according to the player would probably be the hardest part right?

What do you think? Is it worth doing in Slick or should a different library be used to take advantage of full 3D modelling?


Top
 Profile  
 
PostPosted: Mon Feb 20, 2012 4:31 am 
Offline
Slick Zombie

Joined: Sat Jan 27, 2007 7:10 pm
Posts: 1467
Wolfenstein, DOOM and similar games relied on a technique called "raycasting." You can read about it here, as well as some see Java code.

This is a very complex way of rendering a simple-looking 3D scene. It gets much more complex when you start adding lighting, textures, collisions, etc. Since performance is crucial here, things like PBOs, shaders, proper texture storage, etc. will be things you may consider; Slick never intended to support this kind of work so it likely won't play well with your low-level OpenGL calls.

All in all, it's a pretty absurd undertaking for somebody new to graphics/3D/OpenGL programming. Instead, I'd suggest: (a) learn to program a 3D game in OpenGL or use a high-level wrapper like Ardor3D/jME, or (b) make an isometric game; it will be much easier to fake 2.5D graphics and it will still allow you to use Slick.


Top
 Profile  
 
PostPosted: Mon Feb 20, 2012 8:26 pm 
Offline
Slick Zombie

Joined: Wed Apr 02, 2008 1:32 pm
Posts: 1313
Location: Italy
you can take a look to Notch's Prelude of the chambered, here: http://www.ludumdare.com/compo/ludum-da ... ew&uid=398

source code too, maybe can help you!

_________________
Blog | Last game Gravity Duck tribute | In progress Gravity Duck tribute


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 3 posts ] 

All times are UTC


Who is online

Users browsing this forum: Google [Bot] and 2 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group